Mage is a legacy profession that in its decade of existence in Imperian has been paid very little attention to in terms of combat viability. The profession is only useful for niche roles assisting large groups and has absolutely zero solo offensive capability unless you embed retardation (which is boring and annoying for everyone stuck in it, mage included) or invest 5000 credits in a diadem, collar and sash so you can spam staffcast/holobomb everyone to death like Galt or Ruga.
A mage's ranged attack ability has been heavily nerfed by rendering erode useless and necessitating meteor arrows that are time-consuming and expensive to create in order to break shields (implying they are even outdoors; Mages are the only ranged-capable profession that cannot attack indoors enemies.)
Their setup time is disproportionately longer than other professions (20s+ to embed vibes plus 4s per exit icewalled plus 4s to flood the ground) and even then any profession that can dish out a decent amount of damage (i.e. everything except other mages) will easily steamroll them one-on-one. Exacerbating this issue is that they have no ability to pull anyone into their room-based setup apart from a passive vibration that is stopped by mass application.
Every ability in their primary skillset relies on constant connections to elemental channels that can be easily broken via toxin and are consumed by their single instakill ability (which is essentially a version of behead that is a hundred times more difficult to successfully pull off.)
Their secondary skillset requires drops obtained from mobs that exist in any reasonable amount in only two places in the world, far outside the borders of their org and, in some instances (sodiaur cavern, analeith cavern) guarded by multiple aggressive mobs. Other professions with unique energy sources (like kai or essence) either passively regenerate it over time or can easily obtain it with no risk to themselves.
Their tertiary skillset requires access to an org ritual chamber as well as a myriad of commodities, some of which are unable to be purchased from commshops. Contrast to knights, whose smithing only requires a forge (found in multiple non-org places around the world) and ingots (available from commshops or other players.)
The fact that intelligence-focused statpacks have a sip malus and comparatively low constitution to physical statpacks combined with a mage's primary utility being AoE hindering and damage support makes them a priority target in team combat that is quickly demolished in two or three claymore DSLs.
Their bashing ability is mediocre at best. As a tri-trans mage with the Intelligent statpack, when I staffcast horripilation in Aquais form I deal 105 damage per 3.8 seconds, equating to 27.6 DPS which is 8% less than the baseline of 30 DPS stated as the ideal for PVE combat at Transcendent for all professions. Staffcasting in Terrais (which is required as it is one of the few ways a Mage can mitigate physical damage) or without an elemental form deals 96 damage per 3.8 seconds. Elemental forms put an immense drain on willpower, even with trans Philosophy, and Mages will exhaust their supply far more quickly than any other profession will.
While Stormhammer functions well for multiple targets (and is probably the best bashing DPS in the game) a normal Mage does not have the damage resistance or health to fight three enemies at once (unless they are unquestionably weak and thus worth no experience,) rendering this attack more as a convenience for oyster hunting or mobs that are already aggressive to begin with. Stormhammer's mob targeting has also been catastrophically bugged for at least since December (making it impossible to target multiple types of enemies) and nothing has been done about it.
In summary, mages are in desperate need of not just a rebalancing but a complete redesign to render them more than a utility/crafting profession in today's Imperian. I cannot imagine a single benefit that a mage can provide in groups apart from a select few Crystalism abilities that another profession cannot do equally well or better.
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Other people can, I am sure, make a more comprehensive argument to this effect.
As far as the DPS goes, I'd say you are right at the perfect margin with 27.6. As an outrider I'm right at 27DPS myself as fast statpack and a level 2 artifact speed spear. As with all the circles there are going to be classes that are on the higher end of the DPS wave and some on the lower end.
Sunburst - the wearer will more effectively strike the vitals of targets
Firestorm - imbues a suit of armour with fire resistance
Blizzard - imbues a suit of armour with cold resistance
Rod - imbues a suit of armour with electrical resistance
EDIT: The circle that gets access to resist rings also already gets access to resist etchings. Demonic gets bupkis
the claims are stated - it's the world I've created
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
'It is boring' can be said about many effective things in life.
If the only way for a profession to reliably succeed in PVP outside a thousand dollars worth of artifacts is to rely on a massively, horrifyingly overpowered ability (to the point where it has universal hatred even amongst those that use it) then maybe, just maybe, that means that the profession needs to be looked at.
Everybody has conceded that Mages need some form of attention. I don't really see why this thread was necessary when we all generally accept this fact - did you want to highlight that desperate plight of your class again for the X00th time? We all know Mages are a problem, in both extremes. We all know retardation is a miserable skill. We all know Crystalism has zero ground in Magick and Alchemy is paired with Smithing as 'skills that should have been axed 5 years ago'. However, your claims that the class lacks viability is wrong - it merely lacks viability because you do not use retardation as you have some qualm with doing so. The class has access to - in your own words - 'a massively horrifyingly overpowered ability'.. which you know must count for quite a bit, considering your a lobbying for its death in an indirect or even direct fashion.
The class will go on the chopping block after other classes that need it, or perhaps next. Or perhaps never. Classleads will come and go and people who write serious reports might finally succeed in putting down the retardation dog, as well as handing the class some new toys to replace it. I really liked Juran's ideas for a retardation replacement.
You just contradicted yourself. Is it viable or not? When we discuss class balance, we discuss mechanical viability. The annoyance or hatred of other players should not be a factor. The class is viable in one on one because retardation is (too) powerful. To claim that everybody hates it being the reason why a class isn't powerful is, honestly, ludicrous. As I have continued to state, just because you have misgiving about hitting the enter key with EMBED RETARDATION in your command prompt (and just because it would inspire ire or hatred in your opponent) does not mean that the class is not viable. You are merely hamstringing yourself because you are not using an ability that lets you win. If you refuse to use a hammer, eventually you will run in to problems putting nails in a structure.
EDIT: I would also say I am not being a pedant. I am pointing out an absurd flaw in your argument and you are continuing to use that flaw as a defense with absolutely nothing else to back it up.
Irrelevant to the argument. Just because you are too sensitive to hear a few bad words or too stubborn to use the SNUB command (or, heavens forbid, the ISSUE command) does not mean that the hammer shouldn't be used. If you want to build the structure (kill dudes), you have to eventually use the hammer (retardation). That's that.